I have trouble seeing the color schemes when a HQ is selected and finding the sub-ordinate units. Some are Ok and some are hard to see. Same thing with finding all units of a division. The highlighting is hard to find at times. Also during the snow turns I find it hard to see what hexes a unit can move to?

Maybe it's my eyes? I haven't read where anyone else is having problems with this

I have trouble seeing the color schemes when a HQ is selected and finding the sub-ordinate units. Some are Ok and some are hard to see. Same thing with finding all units of a division.

Maybe it's my eyes? I haven't read where anyone else is having problems with this

No, it's not you eyes! Provided we do not both use the same pair of eyes!

The color schemes are almost useless. They idea ist right but these color edges, lighten up when you select a HQ or a regiment are are not bright enough! WitE doning a much better job on this. It's bright and crisp there! thats the way to go.

Reinforcements HQ attachement choice: whenever you place reinforcements there could be an OOB screen popping up where you can choose the HQ of the new unit.

i currently play the soviet in a pbem and have to reinforce Rostow. there are several HQ there and it is always assigned to the nearest. it makes things complicated: placing units, reassigning them paying readiness and PP to do so.

1. While the Soviet AI is playing its turn, I can see its Prestige goals on the map. At least, I think I can. I see various cities with PR points in red, and they don't correspond with my goals. Vic, would you consider hiding this prestige info from the player, to preserve fog of war? I don't think I'm supposed to know what my opponent's Prestige goals, am I? Not a big deal.

excellent point! putting this on the list for v1.03

quote:

ORIGINAL: Grotius and Keunert

2. When I play a reinforcement card, it automatically assigns the new unit to whatever HQ happens to be closest to the chosen city. Often I end up "gaming" which city to choose to avoid sticking the unit with a politically-connected HQ that will cost Political Points to leave. Any chance we could manually assign a reinforcement's HQ when it arrives?

Yes i agree the current way is cumbersome. I'll investigate if i can make some improvement here for v1.03.

I'm not sure how doable this suggestion is, but here goes. I would like to see the higher hq's give out objectives other than just cities if possible. As it is now there really is no reason to use your Intel card since you can easily guess where your opponents objectives are. I would love to see objectives given to take an essential bridge crossing or rail hex. Take for instance Voronosh. Taking this city for the Axis gives them 8 PP. Assigning ob's that would help you to cut off the city would keep your opponent guessing where you are actually going to attack. Of course they know your after Voronosh, so they just pile the units into the ob and wait for you to try. Maybe HQ's could assign 3 1pt objectives (minor) and Voronosh it's self would be worth 5pts. This would also negate the all or nothing approach ob's have at the moment.

There are so many key bridges/roads/rail lines on the map that it would keep your opponent guessing as to where your axis of attack will actually come from.

Having now got a good way through my first campaign I'd like to add support to the suggestion above about colour schemes. A more varied colour palette would be useful in the grand campaign. Specifically I'd like the colours for different corps to be a bit brighter. When you select what looks like a bright colour it is dulled down a bit in game. It looks more pleasing aesthetically that way, but these old eyes would like some lurid, bright colours.

No..it effects all the units. But not all units in a division (stack) will necessarily have 100AP to start. So if you move as a stack, it will move at the speed of the slowest unit. It will be the one on top, showing greyed out, the others will be more subtley greyed. I find it obvious when I am using LIST to select units to attack a hex..then I can readily see the difference between the artillery that fired (completely greyed out), the units that attacked a different hex (slightly greyed out) and the ones I want to use with fullish AP...not greyed out at all.

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What's the sense of sending $2 million missiles to hit a $10 tent that's empty?

No..it effects all the units. But not all units in a division (stack) will necessarily have 100AP to start. So if you move as a stack, it will move at the speed of the slowest unit. It will be the one on top, showing greyed out, the others will be more subtley greyed. I find it obvious when I am using LIST to select units to attack a hex..then I can readily see the difference between the artillery that fired (completely greyed out), the units that attacked a different hex (slightly greyed out) and the ones I want to use with fullish AP...not greyed out at all.

What I mean is you only see the top unit in a stack so if you move a unit to a hex that has units in it to start but then save the game, when you restart th top unit shows it has moved but it doesn't show the ones below haven't. When I restart a saved game that I didn't finish a turn on, it takes while to see what hex has units that have AP's left.

Is it possible for you to change the game mechanics so a leader can be cross-transferred from his current command to a different one? Say I want to move Budenny from command of the North Caucasus Front (NCF) to command of the Voronezh Front (VF) without first rotating him into the officer pool to make him available for re-assignment. Is this doable? I am looking for a more flexible way to shuffle my commanders without being limited solely to the choices offered by the officer pool.

Fog of war: would it be possible to have in all the stats screen some kind of FOW? like +/- 20% on all numbers of the other side? or maybe even depending on troop type: air units +/- 50% (difficult to recon) tanks +/- 35% (most of them being not in the front line) and +/- 20% for front line units.

i find it quite a gama changer to exactly know the state of Oliviers airforce and tank force in our current game. it would make the game more realistic to not know this. it helps planning air strikes and not looking at statistics at all would be quite a hard houserule for me.

Fog of war: would it be possible to have in all the stats screen some kind of FOW? like +/- 20% on all numbers of the other side? or maybe even depending on troop type: air units +/- 50% (difficult to recon) tanks +/- 35% (most of them being not in the front line) and +/- 20% for front line units.

i find it quite a gama changer to exactly know the state of Oliviers airforce and tank force in our current game. it would make the game more realistic to not know this. it helps planning air strikes and not looking at statistics at all would be quite a hard houserule for me.

supply / oil: could there be a way to simulate fast advancing motorized units getting out of reach for supply networks? like an event based on advanced kilometres that reduces supply? or slower rail conversion?

Maybe have an option in the prefrences tab to have a checkbox appering when we're about to move a unit out of FULL-supply range simular to what we get when're about to move an air-unit to a damaged city (giving us a confirm or abort option).

Something like...

"YOU ARE ABOUT TO MOVE TO A HEX 135 AP'S FROM YOUR SUPPLY SOURCE. RESUPPLY WILL BE LIMITED. CONFIRM YES/NO"